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  2. Transformation matrix - Wikipedia

    en.wikipedia.org/wiki/Transformation_matrix

    Another type of transformation, of importance in 3D computer graphics, is the perspective projection. Whereas parallel projections are used to project points onto the image plane along parallel lines, the perspective projection projects points onto the image plane along lines that emanate from a single point, called the center of projection.

  3. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. [1] 7e3 format

  4. PDF - Wikipedia

    en.wikipedia.org/wiki/PDF

    A key concept in PDF is that of the graphics state, which is a collection of graphical parameters that may be changed, saved, and restored by a page description. PDF has (as of version 2.0) 25 graphics state properties, of which some of the most important are: The current transformation matrix (CTM), which determines the coordinate system

  5. Forward kinematics - Wikipedia

    en.wikipedia.org/wiki/Forward_kinematics

    The forward kinematic equations can be used as a method in 3D computer graphics for animating models. The essential concept of forward kinematic animation is that the positions of particular parts of the model at a specified time are calculated from the position and orientation of the object, together with any information on the joints of an ...

  6. Planar projection - Wikipedia

    en.wikipedia.org/wiki/Planar_projection

    Mathematically, planar projections are linear transformations acting on a point in three-dimensional space ,, to give a point , on the projection plane. These transformations consist of various compositions of the five transformations: orthographic projection , rotation , shear , translation and perspective .

  7. Scaling (geometry) - Wikipedia

    en.wikipedia.org/wiki/Scaling_(geometry)

    In projective geometry, often used in computer graphics, points are represented using homogeneous coordinates. To scale an object by a vector v = (v x, v y, v z), each homogeneous coordinate vector p = (p x, p y, p z, 1) would need to be multiplied with this projective transformation matrix:

  8. Affine transformation - Wikipedia

    en.wikipedia.org/wiki/Affine_transformation

    Let X be an affine space over a field k, and V be its associated vector space. An affine transformation is a bijection f from X onto itself that is an affine map; this means that a linear map g from V to V is well defined by the equation () = (); here, as usual, the subtraction of two points denotes the free vector from the second point to the first one, and "well-defined" means that ...

  9. Rotation matrix - Wikipedia

    en.wikipedia.org/wiki/Rotation_matrix

    Noting that any identity matrix is a rotation matrix, and that matrix multiplication is associative, we may summarize all these properties by saying that the n × n rotation matrices form a group, which for n > 2 is non-abelian, called a special orthogonal group, and denoted by SO(n), SO(n,R), SO n, or SO n (R), the group of n × n rotation ...